Lots of MMO fans already had a max level World of Warcraft character before the recent Mists of Pandaria expansion hit shelves. Leveling those toons from 85 to 90 in a brand new zone was a grind we were all excited for. The introduction of additional lore and new zones, we can all agree, is a good thing.
But what about the prospect of starting a fresh character? Playing the new Monk class sounds like a ton of fun, but 90 levels is a hell of a lot to work through…
Is it really worth the grind?
We’ll do our best to attempt an answer at that in this edition of MMO-ing…
Starting Zones: The more things change, the more they stay the same
There’s no denying that starting a level 1 character is exciting. It’s a new chance to customize a face, choose a race, and experience a class for the first time.
It should really feel like a whole new game in a lot of ways, right? … but somehow it doesn’t.
Star Wars: The Old Republic and Guild Wars 2, for all their faults, managed to make starting zones feel important. Characters in those games are instantly thrust into engrossing stories and important battles.
You’d think Blizzard would have caught on to that…
Sure, the WoW starting zones give you an introduction to your race’s current situation in Azeroth, but it feels a bit unimportant. The landscape is beautiful and Pandaria is an incredibly fun zone to explore, but nothing seems quite as epic as it should right out of the gate. I was shocked to find myself bored within the first five levels. I continually found myself thinking, “Really? This quest again?”
The real problem is this: I don’t think this fatigue is just because I’ve been playing WoW for eight years.
A player new to the world of MMOs has plenty of choices. If they get a free trial for each of the major gw2 gold games and play through the first 10 levels of each, which do you think they’ll find the most compelling?
I don’t want to make a blanket statement, but I’d be very surprised if WoW’s first few levels were the ones that grabbed them. The outdated text box quest delivery system and mundane tasks just don’t suck a player in the way newer MMOs manage to do.
The real shame here is that WoW has a brilliant end-game. The PvP and Dungeon systems are a ton of fun. Combine those with the new Pandaria content and daily quests and there’s enough to keep any citizen of Azeroth busy.
But what about Cataclysm?!
It’s around this point in my argument that most loyal WoW fans bring up the Cataclysm expansion.
Cataclysm attempted to address the leveling fatigue issue that is the root of my problem with the game. In order to make leveling new characters more enticing, Blizzard tore apart plenty of the original content and redesigned it.
In addition to the change of scenery, the Cata changes overhauled the questing system to make it more linear. This was a great improvement and made leveling far less painful.
This was all awesome… the idea of a dragon waking up and changing the whole world was incredibly cool for the game’s lore.
Unfortunately, it still doesn’t work for me. It just takes too long.
I’ve leveled more WoW characters than I care to admit. They all start out well enough. I’m learning new abilities, exploring a new talent tree, experiencing Cata’s impact on Azeroth… but then I ding level 30 or 40 and stall out.
I know the end-game is still over 40 levels away and here I am running around Stranglethorn Valley (or Northern Stranglethorn, as it goes by these days) for the hundredth time.
It’s at this point that I start to wish I could have started around this level and just worked through the second half of the game.
Which brings us to the best failed idea WoW ever had…
The Death Knight is Dead, Long Live the Death Knight
World of Warcraft’s second expansion, Wrath of the Lich King, introduced the concept of Hero Classes in 2008.
The only Hero Class so far is the Death Knight. What makes this type of class special is that they start at level 55. Only players that have a character higher than level 55 can roll a Hero Class toon.
I can’t pretend this was a flawless experiment. On Blizzard’s end, it was quite the opposite.
Starting a class at level 55 led to a lot of balancing issues that Blizzard was forced to address in patch after patch, once Wrath had been released. It was such a headache, that the company has since hinted there will never be another Hero Class.
All that said, the Death Knight managed to answer any problems I was starting to have with WoW back in the buy guild wars 2 gold game’s prime. The new Hero Class had what is still, by far, the best starting area and story for a WoW class (the Worgen starting zone and story wasn’t bad either, but in my opinion it doesn’t compare to the Ebon Hold adventures that the Death Knight is dropped into).
The instantly compelling starting zone combined with the ability to skip the first 54 levels made the prospect of rolling a new character fun again. It was a great reward for players that already had come close to max level and were looking to try something new without starting from scratch.
It worked out especially well for me, as my Death Knight became my favorite character to play. It was only partially due to the awesome Scorpion-style “Get Over Here!” pull.
When no new hero classes were introduced in WoW’s third expansion, Cataclysm, nobody was surprised. We got two new races, so the assumption became that new classes would come later. We were right that the eventual fourth expansion would bring a new class; many folks even predicted it would be the Monk way back in the Lich King days.
What some of us didn’t expect was that it would require classic leveling–none of that level 55 business for this class. If you want a Monk, you start at level one and be ready to deliver notes from one NPC to another for your first hour.
I’ve got a proposition for ya…